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Closed Beta Patch 0.2.2

CLOSED BETA UPDATE 0.2.2.0
Well, with about fifty folks testing the game for the first time this week (thanks y’all, you rock) this week’s update is largely about responding to feedback and fixing Quality of Life issues, as well as a tad more content.

With the success of the whole process working out, we’ll be adding hundreds more folks in over the next few weeks as well, so please do keep the feedback coming on our discord or via email at [email protected]!

Content:
-- Regenerative Armor added - when going down a level, repairs itself for one armor point. If fully repaired, repairs innate armor.
-- Removed Telekinetic Weapon from the pool of possible starting mutations as it was arguably too common
-- Added two more arena rooms
-- Added Achievement New Champ: Abacus for winning as everyone's favorite robot assassin (a little late for @Snorlaxxo's WORLD FIRST EVER ABACUS VICTORY)
-- Switched the armor forge from an exponential price increase to a linear price increase

Combat:
-- Claws now grant a brief shield while descending
-- Fixed bug where hovering over rocks, etc. with Throughput would not have Throughput work properly and similar other issues
-- The above includes a set of wide-effect-but small-noticeable-improvement projectile changes that fix some odd behaviors - but please keep an eye out for new small projectile issues!

UI:
-- Fixed an issue with getting the character select UI stuck if you hadn't unlocked any characters and navigated to them with a gamepad or the arrow keys (thanks @c04x)
-- Embiggened font for Poll readability while twitch streaming (good call @SPDene)
-- Adjusted poll widget so it won't overlap with Pending Fan Events except in crazy cases
-- Adjusted relative font of options vs. header in poll watcher widget
-- "Fan Polls Visible" now defaults to "On" in settings

Polish:
-- Biggest Fan will no longer move you while you are rooted or unresponsive (fixes issue with it moving you around while arena cutscene completes) - thanks @Snorlaxxo for the find.
-- Fixed an issue where destructible meshes could bounce around all crazy like if they were over rocks (thanks @Starcore6)
-- Fixed issue where falling nukes would occasionally explode high in the air over rocks
-- Dash immunity can now stack with itself (preparation for using dash immunity from other sources such as slashing pounce)
-- Reticulated splines to work around UE4 crash issue on startup
-- Differentiated short text for Bugzapper and Shocker carnage items, removed inaccurate detailed text for Shocker (thanks @Snorlaxxo)
-- Fixed the concurrency settings for various elevator sounds
-- Fixed an issue where you could trigger the elevator to rise without actually standing on it (thanks @Snorlaxxo)
-- Fixed an issue where arena pods would play their victory opening animations even if you were already dead (thanks @Snorlaxxo)
-- The player is now disabled during the end of run win screen, meaning you can no longer run around and do things during that time (thanks @Snorlaxxo)
-- Fix for Viral Spread working poorly if fired inside of an occluder/hanging with new projectile collision changes
-- Leaping in in doors with your claws will no longer cause you to land on the door frame and then slide off to the side (thanks @Snorlaxxo)
-- Blood Armor now handles overflow of healing back into your actual hearts
-- Blood Armor was being being fully repaired even by a single heart drop (fixed)
-- Claws now synergizes with Spikeballs and/or Bomber mutations despite not having projectiles innately
-- Fixed the "Dash Toward" option's description text (thanks @Linkforce)
-- Fan opinions are properly calculated again (was preventing fan opinions on polls from reflecting audience traits)
-- Tall arena walls now properly spawn their walkways and cheering prisoners again
-- Using a gamepad will no longer cause your in-game gadget display to blink constantly (thanks @Linkforce)
-- The oompa TV cameraman in the starting room no longer can be killed
-- Added option to enable/disable camera shakes (good call @CarlolucaS)
-- Removed spammy logging from BombGadgets
-- Removed log spam from The Champ
-- Added more logging to buffsplatters to attempt to track down warnings being thrown in Dr. Death fight (details/logs welcome if folks can find a repro)
-- PC status is now logged at level transitions and upon entering combat for ease of tracking bug reproduction with mutations/etc.
-- Fixed odd names for many in-game traps (good catch @Linkforce!)
-- Cleaned up creature names for many creatures, especially higher level variants
-- Fixed bug where your Telekinetic Weapon could damage you during the Blades fan event. This involved changing your invisible buddy's team, so please keep an eye out for any new odd behavior with Telekinetic Weapon - thanks!
-- Fixed an issue where closing the menu with your menu key could cause changed settings or confirmation boxes to be left in weird states (thanks @Snorlaxxo)
-- Fixed: Lockpicks gadget in particular looked ridiculous when scaled up with Long Arms (thanks @Snorlaxxo)
-- Added detailed text descriptions for another ~40 mutations
-- Adjusted spawn rate of Arena Armor about 30% down relative to other armors (heard feedback from a few folks, including most recently @SuperKid1ced whom you should blame now as you die to traps in droves)
-- Fixed an issue where confirmation boxes with countdown timers were not actually counting down
-- Re-enabled a more clear link effect between the oompa overseers and the targets they are shielding
-- Added sanity checks to boss slam attacks in case the boss dies mid-attack

Dev Notes
-- [DEV] Added delegates to RunManager to let actors know when the level is about to change
-- [DEV] Projectiles now broadcast a delegate during initialization just before initialization/collision is complete
-- [DEV] This allows Throughput and Exit Wounds and similar projectile-affecting mutations to change collision pre-projectile-start
-- [DEV] Cleaned up several aspects of doors to have more consistently set data
-- [DEV] Added logging around Character Summary, Death Summary, Run Summaries
-- [DEV] Added backend data for per-class win/loss streaks
-- [DEV] Productized some end of run internals/delegates that will require me to test run ending more thoroughly tomorrow/Monday pre this week's patch
-- [DEV] Added ability to convert CharacterSummary, RunSummary, DeathSummary structs to human-readable strings
-- [DEV] Added separate dev name field for room editor vs. player-facing to IDDisplayMap
-- [DEV] Backend work to allow rerolling of characters and CPP_Actors
-- [DEV] Modified iSpawned interface
-- [DEV] Containers now pass PoolIDs to their spawned children
-- [DEV] C++/backend work for saving/loading original spawn pools for CPP_Actors and Characters
-- [DEV] PoolIDs now persist through save system for Characters/CPPActors
-- [DEV] Fixed issue with poolID saving
-- [DEV] Updated to the newest version of our Google Analytics plugin
-- [DEV] Updated to the newest version of our GameDNA Installer plugin
-- [DEV] Updating our analytics settings to the new format